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DiscGolfSim.rtf
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396 lines (376 loc) · 14 KB
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#to do: remove previous throws in play mode, turn speed, hyzer/anhyzer
import time, os
height = 20
width = 40
practiceHeight = 40
practiceWidth = 80
numHoles = 9
maps=[]
def makeMap(height,width):
map=[]
map.append(list(" "+("_"*width)))
for j in range(height):
map.append(list("|"+(" "*width)+"|"))
map.append(list("|"+("_"*width)+"|"))
return map
def playRound():
for hole in holes:
hole.playHole()
scoreCard.append(hole.score)
print(scoreCard)
def practice():
hole = Hole(makeMap(practiceHeight,practiceWidth))
hole.updateMap()
while True:
hole.printMap()
currentThrow = getNewThrow()
currentThrow.updateValues()
currentThrow.showThrow(hole)
hole.discLoc[0]=practiceHeight//2
hole.discLoc[1]=practiceWidth//2
def test():
hole = Hole(makeMap(practiceHeight,practiceWidth))
hole.updateMap()
fade = 0
turn = 0
#right:1, left:2
sameHand = "2"
#forehand:1,backhand:2
swing = "2"
#putter:1,mid:2,driver:3
disc = "3"
#Overstable:1, Straight:2, Understable:3
stability = "2"
#Hyzer:1,Flat:2,Anhyzer:3
angle = "2"
force = 10
direction = ["1","2","3","4","6","7","8","9"]
throws = []
#t=Throw(fade,turn,sameHand,swing,disc,stability,angle,force,direction[0])
#make test throws
for i in range(8):
throws.append(Throw(fade,turn,sameHand,swing,disc,stability,angle,force,direction[i]))
#show test throws
for t in throws:
hole.printMap()
t.updateValues()
print(t.fade,t.turn,t.swing,t.disc,t.stability,t.angle,t.force,t.direction)
t.showThrow(hole)
hole.discLoc[0]=practiceHeight//2
hole.discLoc[1]=practiceWidth//2
class Hole:
def __init__(self,MAP,LENGTH=[200],NAME="Practice",TEE=[20,40],BASKET=[5,20],TREES=[]):
self.map = MAP
self.length = LENGTH
self.name = NAME
self.basket = BASKET
self.discLoc = TEE
self.trees = TREES
self.score = -3
self.par = 3
def updateMap(self):
self.map[self.discLoc[0]][self.discLoc[1]] = "o"
self.map[self.basket[0]][self.basket[1]] = "B"
for tree in self.trees:
self.map[tree[0]][tree[1]] = "T"
def printMap(self):
for x in self.map:
print(*x, sep='')
print(f"{self.name}: {self.length} feet\n")
#def deleteDisc(self):
#self.map[self.discLoc[0]][self.discLoc[1]] = " "
def holeDone(self):
return self.map[self.discLoc[0]][self.discLoc[1]] == "B"
def playHole(self):
while not self.holeDone():
print(f"Throws this hole: {self.score+self.par}")
self.updateMap()
self.printMap()
currentThrow = getNewThrow()
currentThrow.updateValues()
currentThrow.showThrow(self)
self.score+=1
os.system('cls' if os.name == 'nt' else 'clear')
print("Clank go the chains!")
print(f"You completed this hole in {self.score+self.par} throws.")
self.printMap()
input("Press enter to go to next hole")
os.system('cls' if os.name == 'nt' else 'clear')
class Throw:
def __init__(self,FADE,TURN,HANDED,SWING,DISC,STABILITY,ANGLE,FORCE,DIRECTION):
self.fade=FADE
self.turn=TURN
self.handed=HANDED
self.swing=SWING
self.disc=DISC
self.stability=STABILITY
self.angle=ANGLE
self.force=FORCE
self.direction=DIRECTION
self.lastRow = 19
self.lastCol = 20
self.hit = False
self.orthogonal = ["8","6","2","4"]
if DISC == "1":
self.turnSpeed = 8
self.fadeSpeed = 2
elif DISC == "2":
self.turnSpeed = 7
self.fadeSpeed = 3
else:
self.turnSpeed = 7
self.fadeSpeed = 5
def updateValues(self):
if self.handed=="1":
self.handed=1
else:
self.handed=-1
if self.swing == "2":
self.swing=-1
else:
self.swing=1
if self.disc == "1":
self.force*=1
elif self.disc == "2":
self.force*=1.3
else:
self.force*=1.5
if self.stability == "1":
self.fade=(self.handed*self.swing)*2
elif self.stability == "2":
self.fade=(self.handed*self.swing)
elif self.stability == "3":
self.turn=(self.handed*self.swing)*-1
self.fade=(self.handed*self.swing)
if self.angle=="hyzer":
self.turn+=(self.handed*self.swing)
self.fade+=(self.handed*self.swing)
elif self.angle=="anhyzer":
self.turn-=(self.handed*self.swing)
if self.direction not in self.orthogonal:
if self.force >= 8:
self.force -= 2
elif self.force >= 4:
self.force -= 1
def moveDisc(self,hole):
#direction 8
if self.direction=="8":
if self.hit==True:
hole.discLoc[0]+=1
else:
hole.discLoc[0]+=-1
if self.force < self.fadeSpeed:
hole.discLoc[1]+=self.fade
hole.discLoc[1]+=self.fade
elif self.force > self.turnSpeed:
hole.discLoc[1]+=self.turn
#direction 7
elif self.direction=="7":
if self.hit==True:
hole.discLoc[0]+=1
hole.discLoc[1]-=1
if not hole.holeDone():
hole.discLoc[1]-=1
else:
self.force=0
else:
hole.discLoc[0]+=-1
hole.discLoc[1]+=-1
if not hole.holeDone():
hole.discLoc[1]+=-1
else:
self.force=0
if self.force < self.fadeSpeed:
if self.fade > 0:
hole.discLoc[1]+=2
else:
hole.discLoc[0]+=1
# elif self.force > self.turnSpeed:
# hole.discLoc[0]-=self.turn
#direction 9
elif self.direction=="9":
if self.hit==True:
hole.discLoc[0]+=1
hole.discLoc[1]+=1
if not hole.holeDone():
hole.discLoc[1]+=1
else:
self.force=0
else:
hole.discLoc[0]+=-1
hole.discLoc[1]+=1
if not hole.holeDone():
hole.discLoc[1]+=1
else:
self.force=0
if self.force < self.fadeSpeed:
if self.fade < 0:
hole.discLoc[1]+=-2
else:
hole.discLoc[0]+=1
# elif self.force > self.turnSpeed:
# hole.discLoc[1]+=self.turn
#direction 4
elif self.direction=="4":
if self.hit==True:
hole.discLoc[1]+=1
if not hole.holeDone():
hole.discLoc[1]+=1
else:
self.force=0
else:
hole.discLoc[1]+=-2
if self.force < self.fadeSpeed:
hole.discLoc[0]-=self.fade
elif self.force > self.turnSpeed:
hole.discLoc[0]-=self.turn
#direction 6
elif self.direction=="6":
if self.hit==True:
hole.discLoc[1]+=-1
if not hole.holeDone():
hole.discLoc[1]+=-1
else:
self.force=0
else:
hole.discLoc[1]+=1
if not hole.holeDone():
hole.discLoc[1]+=1
else:
self.force=0
if self.force < self.fadeSpeed:
hole.discLoc[0]+=self.fade
elif self.force > self.turnSpeed:
hole.discLoc[0]+=self.turn
#direction 1
elif self.direction=="1":
if self.hit==True:
hole.discLoc[0]+=-1
hole.discLoc[1]+=-1
if not hole.holeDone():
hole.discLoc[1]+=-1
else:
self.force=0
else:
hole.discLoc[0]+=1
hole.discLoc[1]+=-1
if not hole.holeDone():
hole.discLoc[1]+=-1
else:
self.force=0
if self.force < self.fadeSpeed:
if self.fade < 0:
hole.discLoc[1]+=2
else:
hole.discLoc[0]-=1
elif self.force > self.fadeSpeed:
hole.discLoc[1]-=self.turn
#direction 2
elif self.direction=="2":
if self.hit==True:
hole.discLoc[0]+=-1
else:
hole.discLoc[0]+=1
if self.force < self.fadeSpeed:
hole.discLoc[1]-=self.fade
elif self.force > self.fadeSpeed:
hole.discLoc[1]-=self.turn
#direction 3
elif self.direction=="3":
if self.hit==True:
hole.discLoc[0]+=-1
hole.discLoc[1]+=1
if not hole.holeDone():
hole.discLoc[1]+=1
else:
self.force=0
else:
hole.discLoc[1]+=1
if not hole.holeDone():
hole.discLoc[1]+=1
hole.discLoc[0]+=1
else:
self.force=0
if self.force < self.fadeSpeed:
if self.fade > 0:
hole.discLoc[1]+=-2
else:
hole.discLoc[0]+=-1
# elif self.force > self.turnSpeed:
# hole.discLoc[1]+=self.turn
self.force-=1
def showThrow(self,hole):
# While disc still moving and not in basket
while self.force > 0 and hole.map[hole.discLoc[0]][hole.discLoc[1]] != "B":
os.system('cls' if os.name == 'nt' else 'clear')
self.lastRow=hole.discLoc[0]
self.lastCol=hole.discLoc[1]
#hole.deleteDisc()
self.moveDisc(hole)
# hit tree
if hole.map[hole.discLoc[0]][hole.discLoc[1]] == "T":
self.hit=True
self.force-=2
print("Whack! You hit a tree.")
hole.printMap()
time.sleep(1)
os.system('cls' if os.name == 'nt' else 'clear')
# out of bounds
elif hole.map[hole.discLoc[0]][hole.discLoc[1]] == "|" or hole.map[hole.discLoc[0]][hole.discLoc[1]] == "_":
hole.score+=1
self.force = 0
hole.discLoc[0]=self.lastRow
hole.discLoc[1]=self.lastCol
# make basket
try:
if (hole.map[hole.discLoc[0]][hole.discLoc[1]] == "B") or (hole.map[hole.discLoc[0]-1][hole.discLoc[1]] == "B") or (hole.map[hole.discLoc[0]+1][hole.discLoc[1]] == "B") or (hole.map[hole.discLoc[0]][hole.discLoc[1]-1] == "B") or (hole.map[hole.discLoc[0]][hole.discLoc[1]+1] == "B") or (hole.map[hole.discLoc[0]-1][hole.discLoc[1]-1] == "B") or (hole.map[hole.discLoc[0]-1][hole.discLoc[1]+1] == "B") or (hole.map[hole.discLoc[0]+1][hole.discLoc[1]-1] == "B") or (hole.map[hole.discLoc[0]+1][hole.discLoc[1]+1] == "B"):
break
except:
exception=1
hole.updateMap()
hole.printMap()
print(hole.discLoc[0],hole.discLoc[1])
time.sleep(.25)
def getNewThrow():
swing = input("\n1. Forehand\n2. backhand\n")
disc = input("\nWhat disc do you want to throw?\n1. Putter\n2. Mid\n3. Driver\n")
#stability and angle removed until fully tested
# stability = input("\n1. Overstable\n2. Straight\n3. Understable\n")
stability = "2"
# angle = input("\nWhat type of throw?\n1. Hyzer\n2. Flat\n3. Anhyzer\n")
angle = "2"
force = int(input("\nHow hard will you throw? 1-10\n"))
direction = input("\nWhat direction? \nEnter numpad number for direction\n")
fade = 0
turn = 0
return Throw(fade,turn,sameHand,swing,disc,stability,angle,force,direction)
#Make maps for course
for i in range(numHoles):
maps.append(makeMap(height,width))
#Make hole objects
currentHole = 1
holeLength = [250,300,250,250,250,250,250,250,250]
holeName = []
teePos = [[19,20],[20,3],[20,16],[17,10],[20,25],[19,5],[19,17],[19,13],[19,12]]
basketPos = [(7,16),(5,24),(7,14),(7,14),(7,14),(7,14),(7,14),(7,14),(7,14)]
treePos = [[(11,21),(13,17),(15,15),(17,13)],[(6,20),(8,15)],[(11,21),(13,17),(15,15),(17,13)],[(11,21),(13,17),(15,15),(17,13)],[(11,21),(13,17),(15,15),(17,13)],[(11,21),(13,17),(15,15),(17,13)],[(11,21),(13,17),(15,15),(17,13)],[(11,21),(13,17),(15,15),(17,13)],[(11,21),(13,17),(15,15),(17,13)]]
holes = []
strokes = 0
scoreCard = []
for i in range(numHoles): #Make Hole Names
holeName.append("Hole "+str(i+1))
for i in range(numHoles):
holes.append(Hole(maps[i],holeLength[i],holeName[i],teePos[i],basketPos[i],treePos[i]))
#play round
print("Welcome to Text Disc Golf Simulator")
gametype = input("1. Practice\n2. Play round\n")
# deactivated test mode
#3. Test\n
sameHand = input("What hand will you throw with?:\n1. right\n2. left\n")
os.system('cls' if os.name == 'nt' else 'clear')
if gametype == "2":
playRound()
# elif gametype == "3":
# test()
else:
practice()